Nord
Nord
Sheet
AC 13 · HP 104 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- RageLevel 1
As a bonus action, enter a rage for up to 1 minute. You have advantage on Strength checks and Strength saving throws, gain resistance to bludgeoning, piercing, and slashing damage, and deal +3 damage with Strength-based melee weapon attacks. You can rage 4 times per long rest.
Always on
- Unarmored DefenseLevel 1
While not wearing heavy armor, add your Constitution modifier to your AC. You can use a shield and still gain this benefit.
- Danger SenseLevel 2
You have advantage on Dexterity saving throws against effects you can see, such as traps and spells.
- Reckless AttackLevel 2
On your turn, you can make one additional melee weapon attack in exchange for granting attackers advantage on attack rolls against you until your next turn.
- Primal Path: Totem WarriorLevel 3
Choose the Path of the Totem Warrior. You gain the Spirit Seeker ability and the Bear totem spirit option.
- Spirit SeekerLevel 3
You can cast beast sense and speak with animals as rituals.
- Totem Spirit: BearLevel 3
While raging, you have resistance to all damage except psychic damage.
- Ability Score ImprovementLevel 4
You can increase ability scores or take a feat. No ability-score increase or feat was specified, so the supplied scores are retained.
- Fast MovementLevel 5
Your speed increases by 10 feet while you are not wearing heavy armor.
- Aspect of the Beast: BearLevel 6
Choose a totem option. The Bear option grants doubled carrying capacity and advantage on Strength checks made to push, pull, lift, or break objects.
- Ability Score ImprovementLevel 8
You can increase ability scores or take a feat. No ability-score increase or feat was specified, so the supplied scores are retained.
- Brutal CriticalLevel 9
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
- Spirit WalkerLevel 10
Choose a totem option. The Bear option lets you cast commune with nature as a ritual, with a spiritual version of nature as the source of the information.
- Totem Warrior: Mindless RageLevel 6
While raging, you cannot be charmed or frightened. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration.
- Persistent RageLevel 11
You can keep raging despite being unconscious, and your rage ends early only if you fall unconscious or choose to end it.
- DarkvisionHalf-OrcYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, in shades of gray.
- MenacingHalf-OrcYou gain proficiency in the Intimidation skill.
- Relentless EnduranceHalf-OrcWhen reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, once per long rest.
- Savage AttacksHalf-OrcWhen you score a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage.
- Military RankSoldier
You retain your military rank and can call on soldiers loyal to your former organization for aid, provided they are of a rank you can command. You can usually secure lodging and food at a friendly military encampment or fortress.
Gear
9 itemsWeapons
- GreataxeA heavy two-handed martial weapon, kept carefully oiled.
- 4×JavelinThrown weapons for use at range.
Tools
- Gaming setA set of dice used to pass time on watch.
Gear
- Explorer's packA sturdy pack containing travel necessities.
- Common clothesA set of plain, serviceable clothes.
- Insignia of rankA small emblem of his former military unit.
- TrophyA token taken from a defeated enemy, a smooth river stone stamped with a crude sun.
- Brass whistleHis old company's brass whistle, worn at the throat.
Purse
- 10×Gold piecesThe savings from his service.
Appearance
Nord is a broad-shouldered half-orc with olive-gray skin, a close-cropped black mane, and small lower tusks that show when he speaks carefully. His soldier's coat is a size too large, its cuffs repeatedly darned in pale thread, while the old brass whistle at his throat is polished until it shines. He smells distinctly of soap, oiled leather, and the fennel seeds he chews before a march.
Mannerisms
He checks the nearest exits and counts people whenever he enters a room. Before answering a difficult question, he rolls his polished whistle between thumb and forefinger, then speaks in clipped, courteous sentences.
Personality
Steady, courteous, and protective, Nord listens before he speaks and dislikes boasting. He has a soldier's instinct for keeping a group organized, but his warmth comes through in practical acts: mending a strap, taking the cold watch, or quietly sharing his food.
Ideals
Duty should protect people, not protect the pride of those who give orders. He will obey lawful authority when it acts justly, and oppose it when obedience would make him complicit in needless harm.
Bonds
He keeps the company's whistle polished and feels responsible for every frightened recruit or civilian who falls under his protection. He hopes to find Eshara again and prove that the lesson she taught him still guides his choices.
Flaws
He can mistake hesitation for cowardice and becomes stubborn when he believes an order endangers people. He is slow to admit that he needs help, even when the sensible choice is to ask.
Quirks
Background
Nord grew up between a half-orc mother who repaired harnesses and a human father who taught him that a promise mattered more than its speaker's blood. He enlisted young in the force stationed at Survey Mark 8, a boundary post whose official name survived long after its maps were lost. In the ranks, Nord became known less for his size than for staying between frightened recruits and whatever was coming at them. His sergeant, Eshara, taught him to count heads twice before moving out, and to treat an order as a duty to understand, not a license to stop thinking. During a retreat through flooded country, Nord disobeyed a command to abandon a group of villagers trapped behind a broken causeway. He held the crossing with a handful of soldiers until everyone got through, then accepted demotion rather than blame the junior officer who had passed on the order. The decision cost him his standing and left him wary of authority that cannot explain itself. He still keeps the brass whistle from that company, not as a trophy but as a reminder that a leader's first responsibility is to bring people home. Now he travels as a hired guard and wandering protector, looking for work where discipline can serve mercy instead of reputation.
“He enlisted young in the force stationed at Survey Mark 8, a boundary post whose official name survived long after its maps were lost.”
- Background
- Soldier
Connections
Species
Half-Orc
Media
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